Menetius, on 14 December 2014 - 11:06 AM, said:
That, in a nutshell, is the fundamental problem with Invasion at the moment.
My suggestion? Turn the defense turrets closest to the orbital cannon into AC/20's or SRM6 arrays with Artemis, backed by Pulse Laser/MG sub-weapons for critical damage on unarmored attackers. Hell, you could even give the turrets streaks with BAP, to avoid light mech rushes. Just program them to only fire within their weapons' optimal ranges.
Though if that was done, the turrets would have to be placed in more exposed areas, and the defenders would be tasked with protecting said turrets to help avoid the rushes I've seen.
I know this idea isn't air-tight, but I just emerged from a game that only lasted ten minutes; my team (attackers) won in less than ten minutes because our second wave was full of assaults and heavies, and the defenders were all similarly weighted, from what I saw. Something needs to be done.
I'm curious. I have seen various anecdotes regarding win/loss. There are several threads on here claiming that the attackers are at a significant disadvantage ... that the turrets and drop ship are too strong ... but in this thread there are several suggestions to INCREASE the strength of defensive weaponry.
My personal experience is somewhat limited. In two matches with clan attacking vs IS defending on the 3 gate map ... one clan win, one loss, both cases the tactic was to rush the generator in the end ... it was better executed in the first case and properly executed on that map I can see it being hard to stop (even in the loss the generator was down about half).
I played one IS attack vs clan defense on the 2 gate map. IS lost ... not sure how they can win that particular combination ... Omega is so far back and the clan drop point is next to the generator.
Anyway, I am hoping that PGI sees fit to share some numbers ... there should have been enough CW matches over the last 4 days to offer some insights into both the map balance, the clan vs IS balance, and the PUG vs 12 man balance.
However, with folks asking for both nerfs and buffs to defenders, I would like to see actual numbers.
(Given the current balance ... the base rush seems to be about one of the few tactics that actually leads to a win ... I'm not sure that making it harder is a great idea).